Jump to content

Mr1k3

Very Important Vintarian
  • Posts

    141
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Mr1k3

  1. Yeah that metal does not exist in 1.13, might also break recipes in 1.13 since the anvil crafting area was increased. Not really planning a back port though since 1.14 is so close to release and the mod is balanced around the new 1.14 metals.
  2. Merged useful-scrap to this post since it really belongs here, also added a directory to my other mods since its a bit hard to keep track of them all. Also updated better archery to reflect new bow/arrows in 1.14.
  3. The weaponpack mods are a series of individual mods focusing on their own individual section of combat- melee, ranged, defense. The mods attempt to overhaul and/or improve existing mechanics in the game without straying too far from the vanilla style by offering modded weapons that are slightly better than their vanilla counterparts, this keeps vanilla things untouched most of the time and lets me have a lot more freedom with what I can do with the additions. Heres my patreon if you'd like to support me: Patreon Some important info: WeaponPackAlpha: WeaponPackBeta: WeaponPackGamma: Downloads: Alpha- https://mods.vintagestory.at/weaponpackalpha Beta- https://mods.vintagestory.at/weaponpackbeta Gamma- https://mods.vintagestory.at/weaponpackgamma Old versions (alpha):
  4. Should also note that the other mods should be fine to use, Its just that stackables patched so many files that there was a huge chance another mod changed one of those files, and patching a json twice seems to have random outcomes.
  5. Okay think I fixed the issue by changing the directory I was patching. Did some quick tests and it was working. I've released an update for stackables, I guess I need to go back and clean up all my other patch mods which might take a while, in the meantime I updated full-drop as well.
  6. I'll clear it up in the post, but the handbook shows the ratio. Its .25 honey or one portion to 8 cooked red meat. So for a full stack of cooked meat its 2L of honey. It will take 36 days of sealing though.
  7. Yeah I think I see the issue, that mod adds smelting of logs, and firewood. I'll have to take a look later today to see if I can get my patch to work with it.
  8. The recipes are a completely different json from the one changed by the mod, so It would more than likely be a mod that changes the blocktype/wood/log json, which would be properties like burn temp/duration, hardness, sound, texture directories, etc. If one of these mods replace that json, my patch might not be loaded properly. Just let me know what other things don't stack for you that are shown in those images, might be able to track down the issue if I get enough samples.
  9. That is really strange, the log mentions nothing about the log patch being wrong. I've also tested it in 1.13 with an existing and new world and have not been able to re-create the issue. It seems like it might be because another mod you are using patches the same log file, I wouldn't know which one is doing that though.
  10. All the wood types are controlled by the same number, sounds like the mod is not working at all. Could you send me a server-main txt from your logs folder after you launch that world?
  11. Logs have a stack size of 32, and some things have not had their stack size changed. Are logs only stacking to 16 for you? Also what version are you trying it on?
  12. Here we go again! Two more mods: "Stackables" and "NoMolding" Stackables is a mod to increase stack sizes, and NoMolding is for bypassing the clay-forming mini-game I'm tired of doing.
  13. They should work fine together, I gave the same output/recipe as that mod so they should not cause balance conflicts. I also added a recipe for sticks using bamboo in addition.
  14. Added new mod: "Craftables". This mod allows you to craft a bunch of stuff like sticks and echo chambers, allows the crafting of blasting powder from most coal items with a substitute of rot for sulfur, also adds uses for items like fly agarics and quartz.
  15. What version are you trying it on? You don't need to unzip mod to get them to work, but from my understanding they should still work unzipped. I would try using the .zip's first. If that does not work maybe you can try re-installing the game?
  16. Yeah that would be it, 1.14 changed some major anvil stuff, I'd expect the newer version to cause strange issues with 1.13.
  17. @Kai Effelsberg What version of VS/ Temporal Tinkerer are you using? Could you send me a server-main log? This mod does not touch barrel recipes so that's pretty strange if its messing with them.
  18. Yeah I've definitely though about it while working on this, It would be nice to fell trees quickly and with a repairable tool. For now the mining gauntlet acts like a saw, so it cant fell trees but can mine wood very fast, that was more of a balance thing to not obsolesce axes. Yeah I have many, many ideas for "dungeons" or huge arenas, I'd want to have some sort of new enemy and new bosses to go along with it though, the worldedit structures system already supports the spawning of enemies, so that makes things easier. But I'll still need to develop interesting models for these entities, and figure out the ai/ animations for them, and that will take some time. Thanks! @Saraty Yeah the wires take some time, also making them look right took some work, probably the most extensive part of these models. Some parts are kind of rough, but these are like my first "real" voxel-based models. Only made one other model before these and I was just messing around with minecraft armor. So I'm pretty happy with how they turned out.
  19. X.2.0 "Temporal-Tools" Update released. Enjoy repairable late game tools with powerful abilities!
  20. 2.0.0 update: Now you can obtain steel! Putting this mod out now because steel in 1.14 is still not obtainable in survival yet as of this post, and I need steel now for my temporal tinkerer update. Will likely get a balance pass once steel gets fully released in 1.14.
  21. Yes, all the mods were made in 1.13.4 so they will all work in that version, its 1.14 that has spotty support for now, at least until its released.
  22. I should probably add that all the new content is compatible with existing worlds. So the update is a little more seamless.
  23. The 1-2.1.0 "Temporal Torch" update: Lots of new materials, a new light source, ruins, 1.14 support, and a re-branding.
  24. New mod: "Full-Drop", makes the bloomery drop all of the bricks used to make it, so no more violation of the law conservation of mass! Skeps have had their drops tweaked so now you always get the entire skep back when you break it, and now you can get 3-5 honey combs and 0-2 bees wax instead of a flat 3 honey combs.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.